Blood Mage Powers (4e Power List)

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You hurl a spike of arcane energy. It strikes a target causing it to bleed; you use this blood to charge your next attack.

At-Will Arcane, Implement, Shadow

Standard Action

Range 20

Target: One Creature

Attack: constitution Vs. Will

Hit: 2d10 + constitution modifier damage.

Special: This attack always treats the target as if they were bloodied.

Covenant of Chaos: The next ally to make an attack against the target before the start of your next turn gets a power bonus to the attack roll equal to your Intelligence modifier and the target is rendered prone

Hit: 3d8 + constitution modifier damage. If the target is bloodied before or after this spell hits or if this spell reduces the target to 0 hit points or fewer deal 1d8 + constitution modifier damage to all enemies adjacent to the target if they do not pass a saving throw.

Covenant of Chaos: Increase all damage dealt by this spell by your intelligence modifier.

Covenant of Dominance: Add your constitution modifier to the ongoing damage of this attack. In addition, you may slide the target a number of squares equal to your constitution modifier whenever they save against the ongoing damage.

You fade into a pool of blood and drain nearby enemies of their health.

Daily Arcane, Implement, Necrotic, Shadow

Standard Action

Self

Effect: You become insubstantial and gain an aura 4 until the end of your next turn. Creatures in the aura take damage equal to your constitution modifier at the start of their turns and you regain Health equal to the amount of damage dealt.

You turn your blood into a dangerous illusion as you escape into the shadows.

Daily Arcane, Necrotic, Shadow

Immediate Reaction

Personal

Trigger: You take damage from an attack.

Effect: You become invisible until the end of your next turn and shift up to your speed. You create an illusion of yourself in the square you previously occupied that exists until the start of your next turn. The illusion has 1 hp and 1 of all defenses. If the illusion is reduced to 0 hit points before the start of your next turn, it deals ongoing necrotic damage equal to your constitution modifier to all enemies adjacent to the illusion (save ends).

Sticky ichor rains down upon the battlefield that burns the flesh of your foes.

Daily Acid, Arcane, Implement, Necrotic, Shadow

Standard Action

Close burst 1

Target: Enemies within the burst.

Attack: Constitution Vs. Will

Hit: 2d10 + Constitution modifier damage and the burst becomes a zone that persists until the end of the encounter. Enemies that move through the zone or end their turn in the zone take 5 acid damage (this damage can only occur once per round). Miss: Half damage.

You let your guard down as your foe swings, at the moment your blood is spilled you harness its energy to retaliate, for their blood is already under your control.

Encounter Arcane, Necrotic, Shadow

Immediate Interrupt

20

Trigger: You are attacked by a bloodied enemy.

Target: The triggering enemy.

Effect: The enemy's attack gains a +4 bonus to hit. If the attack hits, then you may make the following attack as a free action: Attack: Constitution +4 vs. Reflex. Hit: 1d6 + constitution modifier damage and the target gains vulnerable 5 until the end of your next turn.

This bolt of shadow magic molds itself into whatever will bring the most suffering upon its target.

Daily Arcane, Implement, Necrotic, Shadow

Standard Action

Ranged 20

Target: One Creature

Attack: Constitution Vs. Reflex

Hit: 3d10 + constitution modifier damage. If the target has any vulnerabilities they are revealed to you. You may spend a healing surge to deal ongoing damage of a chosen type equal to your constitution or intelligence modifier plus your constitution modifier (save ends). Miss: Half damage and you may not spend a healing surge.

You weaken your magical defenses and use the power instead to cripple those of a foe.

Encounter Arcane, Necrotic, Shadow

Minor Action

Personal

Effect: Chose a damage type: cold, fire, acid, lightning, thunder, poison, psychic, necrotic, radiant. Until the end of your next turn, you and one creature with 3 squares have vulnerability to this damage type equal to your constitution modifier.

You watch in silence as your enemies writhe in an attempt to escape the burning that is crawling towards their hearts through their veins.

Encounter Arcane, Implement, Fire, Necrotic, Shadow

Standard Action

Burst 3 within 10 squares

Target: Each Creature in burst.

Attack: Constitution Vs. Will

Hit: 4d6 + constitution modifier fire damage. If the target moves before the end of its next turn it is dazed until the end of its next turn.Covenant of Chaos: If the target does not move before the end of its next turn, it takes damage equal to your intelligence modifier.

You rip the life force from your enemy to heal an ally, or your ally grants you the power to even further obliterate your foe.

Daily Arcane, Implement, Necrotic, Shadow

Standard Action

Ranged 15

Target: One Creature

Attack: Constitution Vs. Will

Hit: 4d6 plus your constitution modifier necrotic damage. You may spend a healing surge to heal an ally within 5 squares for the amount of damage done or an ally within 5 squares may spend a healing surge to deal an extra 2d12 damage. Miss: Half Damage.

Drops of blood from you and your foe form in to a vampiric cloud that robs your foes of life.

Daily Arcane, Implement, Necrotic, Shadow

Standard Action

Range 10

Target: One bloodied creature

Attack: Constitution Vs. Will

Hit: 3d8 plus your constitution modifier necrotic damage.

Miss: Half Damage, but you still summon the swarm.

Effect: you may spend a healing surge to summon a vampiric swarm in an unoccupied space adjacent to your target that dies at the end of your next turn. It has defenses equal to your defenses and max health equal to your surge value. The swarm starts with health equal the amount of damage done by this attack (or 1 hp, if you missed). Whenever a creature adjacent to the swarm takes damage, it takes extra damage equal to your intelligence modifier and the swarm is healed for the amount of damage dealt. If the swarm reaches max health, it dies. When the swarm dies you may heal a creature (the includes you) within 10 squares of where the swarm was by an amount equal to however much health the swarm had. If the swarm had full health you may add your constitution modifier the the amount healed.

You draw upon your enemy's blood to strengthen your allies' attacks against it.

Daily Arcane, Shadow

Immediate Reaction

Ranged 20

Trigger: An enemy is reduced to 0 hit points or bloodied either by you or within 5 squares of you.

Target: One Creature

Effect: A burst 1 zone is created centered at the triggering enemy. The zone is difficult terrain. The zone lasts until you make an attack targeting an enemy in the zone or until the end of the encounter. Once per round, when you hit an enemy in the zone with an attack, you may regain hit points equal to half your surge value.

Freeze the energy stored in the blood of you and your allies to gain resistance to cold.

Daily Arcane, Cold, Shadow

Minor Action

Close Burst 2

Target: You and Each Ally in the Burst

Effect: Until the end of the encounter, the target has resist 10 cold.Covenant of Dominance: The next time you take cold damage during this encounter you are healed by an amount equal to your constitution modifier plus your constitution modifier.

Effect: If the target is bloodied and has a healing surge you may steal it. Doing so causes the target to be weakened (save ends). You may immediately spend this to gain hit points equal to your surge value even if you are bloodied or keep it.

Your foes watch on in terror as you horrifyingly mutilate yourself with dark runes.

Daily Arcane, Shadow

Minor Action

Personal

Effect: Take damage equal to your constitution score. Create a zone of fear burst three that is centered around you until the end of your next turn. The zone is difficult terrain for your enemies.Covenant of Dominance: enemies in the zone take a penalty to will and fortitude equal to your constitution modifier.Covenant of Chaos: Enemies in the zone take extra damage equal to your intelligence modifier from your Blood Mage attacks.

Effect: If both targets are hit, or if both targets are bloodied they are immobilized until the end of your next turn with aftereffect: slowed until the end of their next turn.Covenant of Chaos: If both targets are hit, they take cold damage equal to your intelligence modifier when immobilized, and again when the aftereffect activates.

You show that you have other tricks up your sleeve as you mix blood magic with conventional, elemental attacks.

Daily Arcane, Implement, Lightning, Shadow, Thunder

Standard Action

Ranged 20

Target: One Creature

Attack: Constitution Vs. Will

Hit: 6d6 + constitution modifier damage. Make a secondary attack against the target. (Secondary Attack: Constitution vs Will. 6d6 + constitution modifier lightning damage and stun [save ends]). Miss: If the first attack misses deal half damage. If the second attack misses deal half damage and stun until the end of its next turn.

Special: This attack always treats the target as if they were bloodied.

Effect: You may summon up to 5 sections of wall in squares adjacent to the target until the end of your next turn. These sections do not need to be adjacent to each other. Any enemy that ends its turn adjacent to a section of wall takes necrotic damage equal to your constitution modifier. If a creature attacks the wall it is destroyed but any creature adjacent to the destroyed section of wall takes ongoing damage equal to your constitution modifier (save ends).Covenant of Dominance: Before summoning the sections of wall you may slide your target up to three squares.

Your foe's blood, infused with dark magic rains down upon it and its allies.

Encounter Arcane, Implement, Shadow

Standard Action

Ranged 15

Target: One Creature

Attack: Constitution Vs. Fortitude

Hit: 4d8 + your constitution modifier damage. Create a zone burst one centered around your target. The zone moves wherever your target moves as long as your target is within 20 squares of you. The zone persists until the end of your next turn. Enemies entering or starting their turn in the zone take 5 damage. Enemies in the zone take a -2 penalty to attack rolls and cannot regain hit points.

You watch as it rises, a mangled humanoid mass of blood and flesh. It's beautiful.

Daily Arcane, Summon, Necrotic, Shadow

Standard Action

Close Burst 20.

Effect: In the burst there must be the materials required to create a Blood Golem. One corpse or three may be used. One corpse creates a medium sized blood golem. Three creates a large Blood Golem. A larger Blood Golem is advantageous because of its damaging aura. Next, 5 liters of blood is required to be in the burst per corpse to animate the Blood Golem. The blood may be substituted by losing a healing surge or health equal to your surge value per corpse. The Blood Golem appears in any square adjacent to you and lasts until the end of the encounter or for one hour. It has hit points equal to your bloodied value and AC equal to yours +3. All other defenses equal yours. It has resist 10 necrotic and vulnerable 5 radiant. Up to 10 damage taken by you each time you are hit by an attack can instead by taken by your Blood Golem. Aura 1: Bloodied enemies who start or end their turn in the aura take necrotic damage equal to your intelligence modifier + 5. Your Blood Golem may be commanded to take the following actions. At Will Attack: standard action: Melee 1. Your Level + 5 vs Fortitude. Hit: 2d12 + your constitution modifier necrotic damage and you gain health or temporary hit points equal to your constitution modifier. The Blood Golem has a speed of 5 and you may command it to move as a minor action. Encounter Power: Minor Action: Trigger: An enemy is reduced to 0 hit points or bloodied within 10 squares of you or your Golem. The Golem teleports to a square adjacent to the triggering enemy. If there is now an enemy adjacent to the Blood Golem, it may use its at will attack on it as a free action.